I contributed to multiple Challenge and Arcade missions for TimeSplitters Rewind, covering end-to-end design and implementation – from level layout and prop placement through to Blueprint scripting and gameplay logic.
Many of these challenges required substantial problem-solving. For example, in the TSUG Challenge I needed to replicate the original game’s behaviour where split-screen mode presented two turret views, but a single player controlled both. Reproducing this within Unreal’s existing systems required creative input handling and careful integration with the project’s established architecture.
As the project was fan-made and volunteer-driven, I frequently adapted to a wide range of tasks. This included resolving art and level-assembly issues, particularly when contributors were new to development or had moved on before their work was finalised. This flexibility ensured mission quality and continuity across the project.